ZBrushCentral

Zrbrush 3.1 change MatId inx Max 2008.

Hi .

I have got problem when importing exported mesh from Zbrush.
I exported model from poser and sculpted details .
Polygroups are visible , so i can CTRL+L SHIFT to deselet-select element.
Then i export model as OBJ to Max 2008 and when i import it my all faces within model change MatID to 1 .
Whats going on ?
When i import this model exacly from poser as OBJ wihtout touching it with Zbrush my faces have good MatID .

Please help mi with this problem . I have got urgent workto do .

regards .

Mee again .

tested with other models , its not model specific issues .

Anybody ?
It seems Zbrush is not exporting polygroups as separate mat id , so no exporting multi-sub object - map.

ZBrush doesn’t really work with the material zones of a model. There is an option to import materials zones as subtools, which is enabled through the Preferences>Importexportoptions menu. That’s about it, though.

One thing you could do is use UV Mapper to save the material zone layout of the model. Then after you’re done with ZBrush you can use it to apply that layout to the model again.

hi.

Ok . I understand , but never used zmapper , any tutorial of it and importing this layout to max and assigning to models ?

OK , But how can you explain , that when you open OBJ file exported from Zbrush and add command after for example "g head "> usemtl 1 " and so on for other exported polygroups (if you checked export as GRP ) that if i add this lines to OBJ file i have Faces MatID in good places ?
But when i dont edit manually OBJ file those faces have always MATID =1 after importing to Max or Blender ?

So i think its Zbrush problem , and this can be automated ? Or i am doing something wrong in exporting ?

So any ideas ?

Hi.

Nobody have got idea ?

Ok .

not counting matID , how can i export my UV correctly ?
When i import model exported from poser my UV are Ok.
But when i import it in Zbrush and export (not sculpting or doing anything )
when i import this in max my UV show inncorectly in UVUnwarp modifier ?
So ho can i assign my subMaterial to this model ?
Also tried loadin uv to my model saved before exporting to z brush and it works but only if i dont subdivde this model i zbrush .When i import subdivided model in max and load my uv , the are not in place ?

what i am doing wrong .
Anybody can explain ?
Thanks in advance .

Thi is example of opened *.obj file exported from zbrush :
f 7835/29573 7833/29574 7768/29575 7770/29576

g 2_SkinNeck

usemtl

f 7845/29577 7841/29578 7773/29579 7776/29580

f 7773/29581 7841/29582 7842/29583 7774/29584

and this is from same obj exported from max :
vn -0.123398 0.0511709 0.991037

vn -0.0121699 0.132197 0.991149

g neck

g neck

usemtl 2_SkinHead

f 7604/7686/7604 7599/7736/7599 7598/7687/7598 7597/7689/7597

f 7598/7687/7598 7601/7702/7601 7600/7688/7600 7597/7689/7597

As you can see in the exported model from zbrush there is no assigned id :
g 2_SkinNeck

usemtl (schould be usemtl 2 )

I can change this by hand and it imports in max with assigned id to this faces but this is pain in the ass .

Pixologic should do somthing with this . Or maybe there is another way.